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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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  • How do I reconfigure my GLES frame buffer after a rotation?

    - by Panda Pajama
    I am implementing interface rotation for my GLES based game for iOS, written in Xamarin.iOS with OpenTK. I am detecting the rotation by overriding WillRotate, in my UIViewController, and I correctly re-setup all of my projection matrices. However, when drawing a sprite, the image looks a bit blurrier on the landscape version compared to the portrait version, as you can see in the following closeups magnified 10x. Portrait (before rotating) Landscape (after rotating) In both cases, I'm using the same texture with the same sampler, the same shader, and the same GL state. I just changed the order of the parameters in the projection matrix, so the resulting sizes should be exactly the same pixelwise. Since this could be thought of as a window resize, I suppose that the framebuffer has to be recreated to the new size. When working on desktop apps on Direct3D11 (SharpDX), I would have to call swapChain.ResizeBuffers() to do this. I have tried setting AutoResize = true in my iPhoneOSGameView, but then the framebuffer gets clipped as I rotate the interface, and then everything disappears when rotating the interface again. I'm not doing anything strange, my framebuffer initialization is pretty vanilla: int scaling = (int)UIScreen.MainScreen.Scale; DeviceWidth = (int)UIScreen.MainScreen.Bounds.Width * scaling; DeviceHeight = (int)UIScreen.MainScreen.Bounds.Height * scaling; Size = new System.Drawing.Size((int)(DeviceWidth), (int)(DeviceHeight)); Bounds = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); Frame = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); ContextRenderingApi = EAGLRenderingAPI.OpenGLES2; AutoResize = true; LayerRetainsBacking = true; LayerColorFormat = EAGLColorFormat.RGBA8; I get inconsistent results when changing Size, Bounds and Frame on my CreateFrameBuffer override, but since the documentation is so incomplete (it has nothing on Bounds and Frame), I have resorted to randomly changing stuff here and there without really knowing what is going on. There is a similar question which has no answers. However, I don't know if they're experiencing the same problem as I am. Is my supposition that recreating the framebuffer is necessary, correct? If so, does anybody know how to do it correctly in OpenTK for Xamarin.iOS?

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  • When following SRP, how should I deal with validating and saving entities?

    - by Kristof Claes
    I've been reading Clean Code and various online articles about SOLID lately, and the more I read about it, the more I feel like I don't know anything. Let's say I'm building a web application using ASP.NET MVC 3. Let's say I have a UsersController with a Create action like this: public class UsersController : Controller { public ActionResult Create(CreateUserViewModel viewModel) { } } In that action method I want to save a user to the database if the data that was entered is valid. Now, according to the Single Responsibility Principle an object should have a single responsibility, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility. Since validation and saving to the database are two separate responsibilities, I guess I should create to separate class to handle them like this: public class UsersController : Controller { private ICreateUserValidator validator; private IUserService service; public UsersController(ICreateUserValidator validator, IUserService service) { this.validator = validator; this.service= service; } public ActionResult Create(CreateUserViewModel viewModel) { ValidationResult result = validator.IsValid(viewModel); if (result.IsValid) { service.CreateUser(viewModel); return RedirectToAction("Index"); } else { foreach (var errorMessage in result.ErrorMessages) { ModelState.AddModelError(String.Empty, errorMessage); } return View(viewModel); } } } That makes some sense to me, but I'm not at all sure that this is the right way to handle things like this. It is for example entirely possible to pass an invalid instance of CreateUserViewModel to the IUserService class. I know I could use the built in DataAnnotations, but what when they aren't enough? Image that my ICreateUserValidator checks the database to see if there already is another user with the same name... Another option is to let the IUserService take care of the validation like this: public class UserService : IUserService { private ICreateUserValidator validator; public UserService(ICreateUserValidator validator) { this.validator = validator; } public ValidationResult CreateUser(CreateUserViewModel viewModel) { var result = validator.IsValid(viewModel); if (result.IsValid) { // Save the user } return result; } } But I feel I'm violating the Single Responsibility Principle here. How should I deal with something like this?

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  • How can I implement collision detection for these tiles?

    - by Fiona
    I am wondering how this would be possible, if at all. In the image below: http://i.stack.imgur.com/d8cO3.png The light brows tiles are ground, while the dark brown is background, so the player can pass over those tiles. Here's the for loops that draws the level: float scale = 1f; for (row = 0; row < currentLevel.Rows; row++) { for (column = 0; column < currentLevel.Columns; column++) { Tile tile = (Tile)currentLevel.GetTile(row, column); if (tile == null) { continue; } Texture2D texture = tile.Texture; spriteBatch.Draw(texture, new Microsoft.Xna.Framework.Rectangle( (int)(column * currentLevel.CellSize.X * scale), (int)(row * currentLevel.CellSize.Y * scale), (int)(currentLevel.CellSize.X * scale), (int)(currentLevel.CellSize.Y * scale)), Microsoft.Xna.Framework.Color.White); } } Here's what I have so far to determine where to create a Rectangle: Microsoft.Xna.Framework.Rectangle[,,,] groundBounds = new Microsoft.Xna.Framework.Rectangle[?, ?, ?, ?]; int tileSize = 20; int screenSizeInTiles = 30; var tilePositions = new System.Drawing.Point[screenSizeInTiles, screenSizeInTiles]; for (int x = 0; x < screenSizeInTiles; x++) { for (int y = 0; y < screenSizeInTiles; y++) { tilePositions[x, y] = new System.Drawing.Point(x * tileSize, y * tileSize); groundBounds[x, y, tileSize, tileSize] = new Microsoft.Xna.Framework.Rectangle(x, y, 20, 20); } } First off, I'm not sure how to initialize the array groundBounds (I don't know how big to make it). Also, I'm not entirely sure how to go about adding information to groundBounds. I want to add a Rectangle for each tile in the level. Preferably I'd only make a Rectangle for those tiles accessible by the player, and not background tiles, but that's for a different day. FYI, the map was made with a freeware program called Realm Factory.

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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  • HighPoint RocketRAID 62x Controller

    - by TeXnewbie
    I have the subject card recently installed in Ubuntu 12.04.1 LTS (GNU/Linux 3.2.0-31-generic x86_64). See partial lspci -vv listing below (complete listing played havoc with pre tags): 03:00.0 RAID bus controller: HighPoint Technologies, Inc. Device 0622 (rev 01) Subsystem: HighPoint Technologies, Inc. Device 0001 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Latency: 0, Cache Line Size: 32 bytes Interrupt: pin A routed to IRQ 11 Region 0: I/O ports at 9c00 [size=8] Region 1: I/O ports at 9800 [size=4] Region 2: I/O ports at 9400 [size=8] Region 3: I/O ports at 9000 [size=4] Region 4: I/O ports at 8c00 [size=16] Region 5: Memory at fdbff000 (32-bit, non-prefetchable) [size=2K] Expansion ROM at fdbe0000 [disabled] [size=64K] Capabilities: I followed instructions I found at https://help.ubuntu.com/community/RocketRaid to compile the drivers for it, and although performing the process described there seemed to work fine with no noticeable errors, when I rebooted after performing that procedure I could not boot. During dkms steps, I noticed messages indicating that (If next boot fails, revert to initrd.img-3.2.0-31-generic.old-dkms image) update-initramfs................ so I booted using a Ubuntu 12.10 LiveDVD and reverted to the old-dkms initrd.img as suggested above, but this failed to repair the boot problem. Ultimately, I used https://help.ubuntu.com/community/Boot-Repair in Ubuntu-Secure-Remix to fix the boot problem and was able to boot normally again, but now with the newly generated initrd.img in place again (which now boots normally), when I modprobe the rr62x kernel module, I immediately get a hard crash with messages to console about a kernel paging request that seems to have caused the problem. I've tried on multiple occasions now to use the newly built kernel module so as to allow me to use an eSATA port multiplier plugged into the card, but to no avail. Any suggestions on fixes or workarounds (I've read that some of the HighPoint cards (2720SGL) seem to work as a host bus adapter and thus may not need a custom driver, but that seems not to be the case for mine) would be most appreciated. My goal is to use the card as described here and with software RAID mdadm utilities. If necessary, I can hand-copy the console messages after the hard crash into a follow-up message, but I obviously can't do a cut/paste. I'll gladly provide any other details that are needed, but not sure what those would be at this point, so I'll refrain from adding other details for now. Thanks in advance for any help.

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • Virtual Lab part 2&ndash;Templates, Patterns, Baselines

    - by Geoff N. Hiten
    Once you have a good virtualization platform chosen, whether it is a desktop, server or laptop environment, the temptation is to build “X”.  “X” may be a SharePoint lab, a Virtual Cluster, an AD test environment or some other cool project that you really need RIGHT NOW.  That would be doing it wrong. My grandfather taught woodworking and cabinetmaking for twenty-seven years at a trade school in Alabama.  He was the first instructor hired at that school and the only teacher for the first two years.  His students built tables, chairs, and workbenches so the school could start its HVAC courses.   Visiting as a child, I also noticed many extra “helper” stands, benches, holders, and gadgets all built from wood.  What does that have to do with a virtual lab, you ask?  Well, that is the same approach you should take.  Build stuff that you will use.  Not for solving a particular problem, but to let the Virtual Lab be part of your normal troubleshooting toolkit. Start with basic copies of various Operating Systems.  Load and patch server and desktop OS environments.  This also helps build your collection of ISO files, another essential element of a virtual Lab.  Once you have these “baseline” images, you can use your Virtualization software’s snapshot capability to freeze the image.  Clone the snapshot and you have a brand new fully patched machine in mere moments.  You may have to sysprep some of the Microsoft OS environments if you are going to create a domain environment or experiment with clustering.  That is still much faster than loading and patching from scratch. So once you have a stock of raw materials (baseline images in this case) where should you start.  Again, my grandfather’s workshop gives us the answer.  In the shop it was workbenches and tables to hold large workpieces that made the equipment more useful.  In a Windows environment the same role falls to the fundamental network services:  DHCP, DNS, Active Directory, Routing, File Services, and Storage services.  Plan your internal network setup.  Build out an AD controller with all the features listed.  Make the actual domain an isolated domain so it will not care about where you take it.  Add the Microsoft iSCSI target.  Once you have this single system, you can leverage it for almost any network environment beyond a simple stand-alone system. Having these templates and fundamental infrastructure elements ready to run means I can build a quick lab in minutes instead of hours.  My solutions are well-tested, my processes fully documented with screenshots, and my plans validated well before I have to make any changes to client systems.  the work I put in is easily returned in increased value and client satisfaction.

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  • How do I import my first sprites?

    - by steven_desu
    Continuing from this question (new question - now unrelated) So I have a thorough background in programming already (algorithms, math, logic, graphing problems, etc.) however I've never attempted to code a game before. In fact, I've never had anything more than minimal input from a user during the execution of a program. Generally input was given from a file or passed through console, all necessary functions were performed, then the program terminated with an output. I decided to try and get in on the world of game development. From several posts I've seen around gamedev.stackexchange.com XNA seems to be a favorite, and it was recommended to me when I asked where to start. I've downloaded and installed Visual Studio 2010 along with the XNA Framework and now I can't seem to get moving in the right direction. I started out looking on Google for "xna game studio tutorial", "xna game development beginners", "my first xna game", etc. I found lots of crap. The official "Introduction to Game Studio 4.0" gave me this (plus my own train of thought happily pasted on top thanks to MSPaint): http://tinypic.com/r/2w1sgvq/7 The "Get Additional Help" link (my best guess, since there was no "Continue" or "Next" link) lead me to this page: http://tinypic.com/r/2qa0dgx/7 I tried every page. The forum was the only thing that seemed helpful, however searching for "beginner", "newbie", "getting started", "first project", and similar on the forums turned up many threads with specific questions that are a bit above my level ("beginner to collision detection", for instance) Disappointed I returned to the XNA Game Studio home page. Surely their own website would have some introduction, tutorial, or at least a useful link to a community. EVERYTHING on their website was about coding Windows Phone 7.... Everything. http://tinypic.com/r/10eit8i/7 http://tinypic.com/r/120m9gl/7 Giving up on any official documentation after a while, I went back to Google. I managed to locate www.xnadevelopment.com. The website is built around XNA Game Studio 3.0, but how different can 3.0 be from 4.0?.... Apparently different enough. http://tinypic.com/r/5d8mk9/7 http://tinypic.com/r/25hflli/7 Figuring that this was the correct folder, I right-clicked.... http://tinypic.com/r/24o94yu/7 Hmm... maybe by "Add Content Reference" they mean "Add a reference to an existing file (content)"? Let's try it (after all- it's my only option) http://tinypic.com/r/2417eqt/7 At this point I gave up. I'm back. My original goal in my last question was to create a keyboard-navigable 3D world (no physics necessary, no logic or real game necessary). After my recent failures my goal has been revised. I want to display an image on the screen. Hopefully in time I'll be able to move it with the keyboard.

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  • Determining cause of random latency and loading issues

    - by Sherwin Flight
    I'm not sure exactly what details to post in regards to my issue, because I'm not sure what is relevant. Prior to the end of September my websites all loaded quickly, in almost all cases. Loading time wasn't usually more than a few seconds. However, since the end of September I noticed a big increase in page loading times. In some cases pages were taking 30 seconds or more to load. I do have a remote monitoring service monitoring some of the sites as well, and the image below shows the response times over the past month. The response times shown at the beginning of this graph were what the usual response times were prior to this issue occurring. You can see that there has been a significant increase in response times from the beginning to the end of this graph. The thing is, the problem is not happening 100% of the time. If I click through the site, or even just keep refreshing the page, about 25% of the time the pages load quickly, the remaining 75% of the time they load slowly. Sometimes the pages take so long to load that they time out, and don't load at all. I have contacted my hosting provider, and they said things at their end was fine. I don't believe the problem is my home internet provider, because all other websites load without a problem. The server is located in Texas, USA. This also raises another interesting point. My remote monitor checks my site from two locations, California, USA, and London, England. As you can see in the chart below the response time is actually shorter when checked from London, which doesn't seem to make sense, since the server is physically closer to the California monitoring location. I would have expected the London monitoring location to have higher response times since they are physically farther away. I should also point out that in some traceroute test I've done it seem like the first connection to the server seems to take the longest, then after that the rest of the page loads quickly. Below is a little chart showing the times for the first connection to the server. So, what could be causing this problem, and what steps can I take to resolve it or at least narrow down the problem? Sending the request to the server was very quick, and receiving the reply back seems pretty quick, but the WAIT time is really long. So it connects, sends the request, but then waits close to 30 seconds before it starts receiving data back. I am also aware that there are things I can do to speed up page loading times, like reducing the number of CSS and JS files used on a page, compressing images, etc. This is not really what the source of the problem is though, because nothing has really changed on the site since before the problem started, and other sites on the same server are loading slowly as well.

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  • How to fix 'grub error file not found' when installing 12.04?

    - by Tomasz Grabowski
    i'm trying to install Ubuntu. I don't know if it is important, but i'm trying to install it on external HDD. In the end i have external bootable HDD which only displays: error: file not found grub recovery> From the beginning: I've downloaded ubuntu-12.04-desktop-i386.iso I've used LiLi USB Creator (LinuxLive) to create bootable pendrive from that image I've bootet from it, it works I've clicked "Try ubuntu", it works too. I've used GParted to look over drivers (disks) My primary embedded disk is seen as /dev/sda My attached external disk as /dev/sdb My PenDrive as /dev/sdc I've created partitions on /dev/sdb Fist partition for system (over 200GiB) Second was there already (it's xsf, and i don't want to touch it :P) Third is extended partition, with 1 locital partiton (10GiB) for swap I've started installation i've choose "somethin else" in ... i belive secound screeb then is selected /dev/sdb as boot disk for first partiton of /dev/sdb i set i want ext3 file system, i've check "formattin" checkbox, and mount path set to "/" firs logical partiton set as swap partition After installation finished, i restarted my computer. When i boot from my primary disc it's work ok, my previous operating system - vista - works ok. When i set my BIOS to boot from my external disc, i only get that message: error: file not found grub recovery> I've try to reinstall it, but didn't help... In desperation, i've try to read a bit about that "grub recovery" command-line and experiment a bit... I'm not sure if this has had any point, or if it give you some information (notice, that i don't know what i'm doing :P ) when i've type command: insmod (hd1,1)/boot/grub/linux.mod i've get message: unknown filesystem the same with: insmod (hd1,msdos1)/boot/grub/linux.mod the same with: insmod ext3 but i get no message after command: insmod ext2 ... notice that i really don't know what this command exactly do, but than i thought that maybe if i reinstall ubuntu with ext2 filesystem, it will work. I've done that, but symptoms are the same. I've go back to that Live version of ubuntu, filesystem and basics directories seems to be present on /dev/sdb1 ... i'm completely unfamiliar with GRUB. I'm also don't know which wersion of GRUB it is, i hope there is only one version on ubuntu-12.04-desktop-i386.iso Any help? Thax

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • BIP 10.1.3.4.x June 2010 Update Available

    - by Tim Dexter
    A new patchset for 10.1.3.4.0 and 10.1.3.4.1 is available on Metalink. some notes: The patch number is 9791839. This patchset includes 28 new bug fixes since the last patchset release on March 31. This is a culmulative update that includes all the fixes and enhancements from previous updates. The patch will supercede the other two updates. Install instructions are in the readme inside the patch There is also a new BIP client patch available, 9821068. No new template building features to my knowledge but there is an update to the template viewer to allow you to test and debug you siny new Excel templates. Server 8529759XMLP_TEMPLATE_DESIGNER CANNOT SAVE / UPLOAD TEMPLATE 8566455 BI PUBLISHER SCHEDULER DOES NOT START WITH JNDI DATA SOURCE 9295667RESPONSE OF GETSCHEDULEDREPORTINFO RETURNS STATUS AS 'UNKNOWN' INSTEAD OF 'SCHED 9542413 UNABLE TO CREATE A NEW TEMPLATE FROM UI 9546137 EXCEL ANALYZER TEMPLATE FAILS FOR A STRUCTURED XML WHEN IT IS UPLOADED 9556338 SIEBEL - BIP PARAMETERS SORT ORDER 9560562 BI PUBLISHER CACHE DIRECTORY FILLING UP AND POINTING TO INVALID DIRECTORY 9646599 USER ROLE DEFINED AS PRIMARYGROUP IN ACTIVEDIRECTORY GROUP ARE NOT RECOGNIZED 9664768 ER: NEED TO BIND USER ATTRIBUTE VALUES DEFINED IN ACTIVEDIRECTORY IN DATA QUERY 9665075 BI PUBLISHER AFTER 9546699 NOTIFICATIONS FOR REPORTS FAIL 9669973 ER: NEED TO SUPPORT PRE-PROCESSING XML WITH XSL FOR EXCEL TEMPLATE 9704401 ER: NEED TO SUPPORT DEFAULT GROUP FOR ALL USERS IN LDAP/AD SECURITY 9711899 SEARCH PARAMETER IS NOT VISIBLE WHEN SCHEDULE A REPORT 9753736 SOME ROLES FROM ACTIVEDIRECTORY ARE NOT LISTED IN ADMIN ROLE-FOLDER MAPPING 9771354 MULTIPLE PARAMETERS IN 10.1.3.4.1 DATA TEMPLATE ACT ACT DIFFERENTLY FROM 10.1.3. 9772982 "REFRESH OTHER PARAMETERS ON CHANGE" DOESN'T WORK PROPERLY Core  8599646 ER:EXTRA SPACE ADDED BELOW IMAGE IN A TABLE CELL OF TEMPLATE IN FIREFOX 9377593 SOME ROWS HEIGHT IN HTML/EXCEL OUTPUT ARE TOO BIG IN BI PUBLISHER 9487030 NAVIGATION TREE REPEATING TWICE IN PDF DCCUMENT CREATED BY BI PUBLISHER 9509432 PERFORMANCE ISSUE WHEN USING PDF TEMPLATE 9534424 PS: DOCUMENT-REPEAT-FULLPATH-ELEMENTNAME SHOULDNT USE DOT "." AS PATH SEPARATOR 9553360 FORMPROCESSOR CANNOT PARSE SOME PDF TEMPLATES 9554959 TEXT IN AUTOSHAPE IS NOT PROPERLY CUT OFF FOR LINE WRAPPING 9569417 AFTER APPLYING PATCH 9509432 PDF TEMPLATES WITH DBDRV PRODUCE NO OUTPUT 9571670 ER: EXCEL TEMPLATE TO SUPPORT XSLT LOGIC AND XSL CUSTOM EXTENTIONS 9589809 XSL:CALL-TEMPLATE IS MISSING IN GENERATED XSL FILE 9605920 BOOKMARK TESTCASE FAILED DUE TO ER9283933 9689634 PRINT FLOW CHART USING ACROSS 3 DOWN 0 GIVES EXTRA BLANK PAGES You might have noticed some fixes and ehancements to the Excel templates so I can get back on those now. There is a part two to the Mapviewer BIP Mashup coming ... just need aanother 4 hours in the day to squeeze it in.

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  • how do I get dual monitors to work properly in Ubuntu 11.10 on a Dell Latitude D630?

    - by wes cook
    I have spent a lot of time trying to get dual monitors to work on Ubuntu 11.10 on my Dell Latitude D630 (nVidia NVS 135m video card). - For starters, the System Displays settings app always only showed one unknown monitor, even though I had the external Acer monitor connected. - So I downloaded and installed the nVidia drivers. According to what I read I would need to only use the nVidia driver app (nVidia X Server Settings), so that's what I've done. (System Displays settings continued to only show a single monitor anyway). - nVidia settings app only showed on monitor until I changed the BIOS setting to use the onboard video for external monitor (not the dock video, which it was set to, even though I don't have a docking station). - The nVidia setting app now recognized both monitors. So, I setup the X Server display config as Separate X screen for both monitors. My laptop screen shows up as AUO 1440x900 and my external monitor as Acer E211H 1920x1080. - Everything seemed like it would work, but the external monitor was just a complete white screen. The external monitor was non-functional, even though sometimes it would show the background image - still nothing would show up over there. - So, I checked the Enable Xinerama box. - Now, after logging out and back in, the wallpaper extends to both screens but I get no taskbar at the bottom or top, no system menus, and I have to press the power button to restart or log off. - After experimenting with all the shells, the only one that shows the menus and taskbars when I log in is Gnome Classic. - This is pretty much the same symptoms as found here: How do I fix 11.10 GUI?. - So, I resign myself to the older shell. - Everything works fine until ... I unplug the external monitor ... this is a laptop after all. - Anyway, after doing some work on the road, I plug back in and I still see both screens and it's functional except, ... - Now, the laptop screen (with the taskbar and menu bar) has 4 black bars at the top that windows cannot cover. The top bar is the menu bar (with Applications, Places, the date and time and the system menu on the right). But the next 3 bars (the same height as the top menu bar) are empty and are just reducing the max size of windows on that screen. - See screenshot here: http://i39.tinypic.com/35d2kh1.png - So ... 1. How do I get rid of those extra 3 black bars? They're taking valuable screen space. 2. (less critical) How do I successfully use both screens in the Ubuntu or Ubuntu 2D shell?

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  • Cool Tools You Can Use: Validation Templates for PeopleSoft Contracts Processes

    - by Mark Rosenberg
    This is the first in a series of postings we’ll be making under the heading of Cool Tools You Can Use. Our PeopleSoft product management team identified the need for this series after reflecting on the many conversations we have each year with our PeopleSoft community members. During these conversations, we were discovering that customers and implementation partners were often not aware that solutions exist to the problems they were trying to address and that the solutions were readily available at no additional charge. Thus, the Cool Tools You Can Use series will describe the business challenge we’ve heard, the PeopleSoft solution to the challenge, and how you can learn more about the solution so that everyone can be sure to make full use of what PeopleSoft applications have to offer. The first cool tool we’ll look at is the Validation Template for PeopleSoft Contracts Process Requests, which was first released in December 2013 as part of PeopleSoft Contracts 9.2 Update Image 4. The business issue our customers highlighted to us is the need to tightly control but easily configure and manage the scope of data that any user can process when initiating a process. Control of each user’s span of impact is essential to reducing billing reconciliation issues, passing span of authority audits, and reducing (or even eliminating) the frequency of unexpected process results.  Setting Up the Validation Template for a PeopleSoft Contracts Process With the validation template, organizations can easily and quickly ensure the software restricts the scope of transactions a user can affect and gives organizations the confidence to know that business processes are being governed effectively. Additionally, this control of PeopleSoft Contracts process requests can be applied and easily maintained and adjusted from a web browser thereby enabling analysts to administer the rules without having to engage software developers to customize the software. During the field validation template setup, an analyst specifies the combinations of fields that must contain values when a user tries to setup a run control and initiate a PeopleSoft Contracts process from a process request page. For example, for the Process Limits component, an organization could require that users enter a valid combination of values for the business unit, contract, and contract type fields or a value in the contract administrator field. Until the user enters a valid combination of entries on the process request page, he cannot launch the process. With the validation template activated for process request pages, organizations can be confident that PeopleSoft Contracts users will not accidentally begin generating invoices or triggering other revenue management processes for transactions beyond their scope of authority. To learn more about the Validation Template, please review the Defining Validation Templates section of the PeopleSoft Contracts PeopleBooks. 

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  • Appointment & Booking Calendar for 2,500 Members

    - by D. K. Mason
    For this job I need a booking or appointment calendar for the WP website, so that each of the 2500+ members can manage his/her own appointments calendar. Members will set their schedules and available hours. Buyers can select one member, and book when they want to visit the member and reserve time online. Lets say our WP membership site has thousands of members each offering one service. We have 25 categories. On their profile page is his appointment or booking calendar, along with his personally created and uploaded (into S3) profile video. Website visitors should be able to easily book hours & days as desired. For now all members have a free membership. WE earn $ by bringing customers to the registered members and collecting one dollar for our service. Therefore, we need an affordable script and one that handles our members needs. We already have a paid copy of Jrox. What are those needs? Well, please register for a test account in the ENTERTAINMENT category at http://asianhighway26.com/?page_id=140 Next, pretend you are a buyer and start on the index page and select your ENTERTAINMENT category. Click on image #3 and you will receive a list of others in your traveling area. When you click VIEW DETAILS, there is where a potential customer will see the calendar and if you are available on the dates and times you are interested in doing business. We know that YOU the member will want to list your not available dates and hours. There may be other features desired but this is the most important, we believe. Our WP administrator (me) can install the main script, but each member must have some login or dashboard to manage his/her own calendar and work hours. Can you create or modify any appointment calendar software to do this? Can the jam.jrox.com software we own do this? As you can see here, we offer to pay for ideas you present that we use: asianhighway26.com/?page_id=126 D.K. Mason Chief Development Officer, Asian Highway Network, Tourism Division, Asia-Pacific Region (http://www.forums.doctormason.us/b-ah/)

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Is it evil to model JSON responses to classes when they are mostly smilar?

    - by Aybe
    Here's the problem : While implementing a C# wrapper for an online API (Discogs) I've been faced to a dilemma : quite often the responses returned have mostly similar members and while modeling these responses to classes, some questions surfaces on which way to go would be the best. Example : Querying for a 'release' or a 'master' will return an object that contains an array of 'artist', however these 'artists' do not exactly have the same members. Currently I decided to represent these 'artists' as a single 'Artist' class, against having respective 'ReleaseArtist' and 'MasterArtist' classes which soon becomes very confusing even though another problem arises : when a category (master or release) does not return these members, they will be null. Though it might sound confusing as well I find it less confusing than the former situation as I've tackled the problem by simply not showing null members when visualizing these objects. Is this the right approach to follow ? An example of these differences : public class Artist { public List<Alias> Aliases { get; set; } public string DataQuality { get; set; } public List<Image> Images { get; set; } public string Name { get; set; } public List<string> NameVariations { get; set; } public string Profile { get; set; } public string Realname { get; set; } public string ReleasesUrl { get; set; } public string ResourceUrl { get; set; } public string Uri { get; set; } public List<string> Urls { get; set; } } public class ReleaseArtist { public string Join { get; set; } public string Name { get; set; } public string Anv { get; set; } public string Tracks { get; set; } public string Role { get; set; } public string ResourceUrl { get; set; } public int Id { get; set; } }

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  • Automate RAC Cluster Upgrades using EM12c

    - by HariSrinivasan
    One of the most arduous processes  in DB maintenance is upgrading Databases across major versions, especially for complex RAC Clusters.With the release of Database Plug-in  (12.1.0.5.0), EM12c Rel 3 (12.1.0.3.0)  now supports automated upgrading of RAC Clusters in addition to Standalone Databases. This automation includes: Upgrade of the complete Cluster across the nodes. ( Example: 11.1.0.7 CRS, ASM, RAC DB  ->   11.2.0.4 or 12.1.0.1 GI, RAC DB)  Best practices in tune with your operations, where you can automate upgrade in steps: Step 1: Upgrade the Clusterware to Grid Infrastructure (Allowing you to wait, test and then move to DBs). Step 2: Upgrade RAC DBs either separately or in group (Mass upgrade of RAC DB's in the cluster). Standard pre-requisite checks like Cluster Verification Utility (CVU) and RAC checks Division of Upgrade process into Non-downtime activities (like laying down the new Oracle Homes (OH), running checks) to Downtime Activities (like Upgrading Clusterware to GI, Upgrading RAC) there by lowering the downtime required. Ability to configure Back up and Restore options as a part of this upgrade process. You can choose to : a. Take Backup via this process (either Guaranteed Restore Point (GRP) or RMAN) b. Set the procedure to pause just before the upgrade step to allow you to take a custom backup c. Ignore backup completely, if there are external mechanisms already in place.  High Level Steps: Select the Procedure "Upgrade Database" from Database Provisioning Home page. Choose the Target Type for upgrade and the Destination version Pick and choose the Cluster, it picks up the complete topology since the clusterware/GI isn't upgraded already Select the Gold Image of the destination version for deploying both the GI and RAC OHs Specify new OH patch, credentials, choose the Restore and Backup options, if required provide additional pre and post scripts Set the Break points in the procedure execution to isolate Downtime activities Submit and track the procedure's execution status.  The animation below captures the steps in the wizard.  For step by step process and to understand the support matrix check this documentation link. Explore the functionality!! In the next blog, will talk about automating rolling Upgrades of Databases in Physical Standby Data Guard environment using Transient Logical Standby.

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  • What's the best way to install the GD graphics library for Nagios?

    - by user1196
    While trying to install Nagios 3.2.3, I ran their ./configure script and got these errors: checking for main in -liconv... no checking for gdImagePng in -lgd (order 1)... no checking for gdImagePng in -lgd (order 2)... no checking for gdImagePng in -lgd (order 3)... no checking for gdImagePng in -lgd (order 4)... no *** GD, PNG, and/or JPEG libraries could not be located... ********* Boutell's GD library is required to compile the statusmap, trends and histogram CGIs. Get it from http://www.boutell.com/gd/, compile it, and use the --with-gd-lib and --with-gd-inc arguments to specify the locations of the GD library and include files. NOTE: In addition to the gd-devel library, you'll also need to make sure you have the png-devel and jpeg-devel libraries installed on your system. NOTE: After you install the necessary libraries on your system: 1. Make sure /etc/ld.so.conf has an entry for the directory in which the GD, PNG, and JPEG libraries are installed. 2. Run 'ldconfig' to update the run-time linker options. 3. Run 'make clean' in the Nagios distribution to clean out any old references to your previous compile. 4. Rerun the configure script. NOTE: If you can't get the configure script to recognize the GD libs on your system, get over it and move on to other things. The CGIs that use the GD libs are just a small part of the entire Nagios package. Get everything else working first and then revisit the problem. Make sure to check the nagios-users mailing list archives for possible solutions to GD library problems when you resume your troubleshooting. ******************************************************************** Which package do I want? libgd2-xpm-dev? libgd2-noxpm-dev? php5-gd? I'm not looking to do any image processing myself - I just want to get Nagios working.

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  • Tools for Enterprise Architects: OmniGraffle for iPad?

    - by pat.shepherd
    Well, I have to admit to being a bit of an Apple fan and, of course, and early adopter of gadgets and technology in general.  So, when FedEx showed up with my iPad 3G last week, I was a kid in a candy store.  One of the apps that my “buy finger” was hovering over for a while (like all of 3 days) was Omnigraffle for the iPad.  I imagined that it would be very cool to use this with a customer’s EA’s to sketch out Business, Application, Information and Technology architectures.  Instead of using the blackboard, this seemed to offer promise as a white-boarding tool with obvious benefits over a traditional white-board.  I figured I’d get a VGA adapter, plug it into the customer’s projector and off we would go with a great JAD tool.  The touch pad approach offered an additional hands-on kind of feel. So, I made the $49.99 purchase + the $29.99 VGA adapter and tried to give it a go.  Well, I was both pleasantly and unpleasantly surprised.  It is both powerful and easy to use.  There are great stencils included for shapes, software icons, Visio shapes, and even UML notation.  There is even a free-hand tool that works well.  I created some diagrams pretty quickly.   The one below was just a test and took all of 10 minuets to do. The only problem was that Onmigraffle does not recognize the VGA output, so I was stopped dead in my tracks, as it were.  My use case was as a collaborative diagramming tool with other architects, though I can still use it off line.  I called Omnigraffle and they said that VGA support is on the feature request list so, hopefully, in a short amount of time, I can use the tool as I envisioned.   Review: Criteria Result Is it fun? Yes Is it Useful? Yes Does it Show Promise? Yes Did the VGA Output Work? No File/diagram Formats PDF, Onmigraffle proprietary, image   Quick Sample:     OmniGraffle for iPad - Products - The Omni Group

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  • The Case of the Missing Date/Time Stamp: Reporting Services 2008 R2 Snapshots

    - by smisner
    This week I stumbled upon an undocumented “feature” in SQL Server 2008 R2 Reporting Services as I was preparing a demonstration on how to set up and use report snapshots. If you’re familiar with the main changes in this latest release of Reporting Services, you probably already know that Report Manager got a facelift this time around. Although this facelift was generally a good thing, one of the casualties – in my opinion – is the loss of the snapshot label that served two purposes… First, it flagged the report as a snapshot. Second, it let you know when that snapshot was created. As part of my standard operating procedure when demonstrating report snapshots, I point out this label, so I was rather taken aback when I didn’t see it in the demonstration I was preparing. It sort of upset my routine, and I’m rather partial to my routines. I thought perhaps I wasn’t looking in the right place and changed Report Manager from Tile View to Detail View, but no – that label was still missing. In the grand scheme of life, it’s not an earth-shattering change, but you’ll have to look at the Modified Date in Details View to know when the snapshot was run. Or hope that the report developer included a textbox to show the execution time in the report. (Hint: this is a good time to add this to your list of report development best practices, whether a report gets set up as a report snapshot or not!) A snapshot from the past In case you don’t remember how a snapshot appeared in Report Manager back in the old days (of SQL Server 2008 and earlier), here’s an image I snagged from my Reporting Services 2008 Step by Step manuscript: A snapshot in the present A report server running in SharePoint integrated mode had no such label. There you had to rely on the Report Modified date-time stamp to know the snapshot execution time. So I guess all platforms are now consistent. Here’s a screenshot of Report Manager in the 2008 R2 version. One of these is a snapshot and the rest execute on demand. Can you tell which is the snapshot? Consider descriptions as an alternative So my report snapshot demonstration has one less step, and I’ll need to edit the Denali version of the Step by Step book. Things are simpler this way, but I sure wish we had an easier way to identify the execution methods of the reports. Consider using the description field to alert users that the report is a snapshot. It might save you a few questions about why the data isn’t up-to-date if the users know that something changed in the source of the report. Notice that the full description doesn’t display in Tile View, so keep it short and sweet or instruct users to open Details View to see the entire description.

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  • Insufficient memory issue during Build Process Customization

    - by jehan
    Normal 0 false false false EN-US ZH-CN X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} When customizing the Build Process Template in Workflow designer, I came across the OutOfMemoryException errors while performing Save as Image and Copy operations: "Insufficient memory to continue execution of program"   Normal 0 false false false EN-US ZH-CN X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} There is a fix available on Microsoft Connect  which has resolved the issue.

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  • Android Swipe In Unity 3D World with AR

    - by Christian
    I am working on an AR application using Unity3D and the Vuforia SDK for Android. The way the application works is a when the designated image(a frame marker in our case) is recognized by the camera, a 3D island is rendered at that spot. Currently I am able to detect when/which objects are touched on the model by raycasting. I also am able to successfully detect a swipe using this code: if (Input.touchCount > 0) { Touch touch = Input.touches[0]; switch (touch.phase) { case TouchPhase.Began: couldBeSwipe = true; startPos = touch.position; startTime = Time.time; break; case TouchPhase.Moved: if (Mathf.Abs(touch.position.y - startPos.y) > comfortZoneY) { couldBeSwipe = false; } //track points here for raycast if it is swipe break; case TouchPhase.Stationary: couldBeSwipe = false; break; case TouchPhase.Ended: float swipeTime = Time.time - startTime; float swipeDist = (touch.position - startPos).magnitude; if (couldBeSwipe && (swipeTime < maxSwipeTime) && (swipeDist > minSwipeDist)) { // It's a swiiiiiiiiiiiipe! float swipeDirection = Mathf.Sign(touch.position.y - startPos.y); // Do something here in reaction to the swipe. swipeCounter.IncrementCounter(); } break; } touchInfo.SetTouchInfo (Time.time-startTime,(touch.position-startPos).magnitude,Mathf.Abs (touch.position.y-startPos.y)); } Thanks to andeeeee for the logic. But I want to have some interaction in the 3D world based on the swipe on the screen. I.E. If the user swipes over unoccluded enemies, they die. My first thought was to track all the points in the moved TouchPhase, and then if it is a swipe raycast into all those points and kill any enemy that is hit. Is there a better way to do this? What is the best approach? Thanks for the help!

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